The Ninth World (Homebrew), Iron Gods, Pathfinder
Vortex Dragon, Adult CR: 15 (13,000 XP)
Huge dragon (vortex), lawful neutral
Armor Class: 19 (natural armor)
Hit Points: 295 (17d12 + 85) 17d12+85
Speed:
40 ft
, fly: 80 ft
Saving Throws: Dex 1d20+7 , Con 1d20+10 , Wis 1d20+6 , Cha 1d20+8
Skills: Perception +11, Stealth +7
Damage Vulnerabilities: fire
Damage Immunities: cold
Condition Immunities: paralysis; sleep effects
Senses: blindsight 60 ft., darkvision 120 ft., passive Perception 21
Languages: Common, Draconic
Challenge Rating: 15 (13,000 XP)
Agile. Vortex dragons have advantage on all Dexterity Ability checks and saving throws. They also do not provoke attacks of opportunity when they use their fly speed as part of the attack.
Fragmented Strike. A vortex dragon can strike with its bite and claws through a rift in space. This allows it to make its bite attack against a target anywhere it can see a target.
Intergalactic. A vortex dragon halves the time of any starflight journey. In addition, it’s immune to any effect that bars extradimensional travel.
Legendary Resistance (3/Day). If the vortex dragon fails a saving throw, it can choose to succeed instead.
Actions
Multiattack. The vortex dragon can use its Alien Presence. It then makes three attacks: one with its bite and two with its claws.
Bite. Melee Weapon Attack: 1d20+11 to hit, reach LOS, one target. Hit: 17 (2d10 + 6) 2d10+6 piercing damage plus 4 (1d8) plasma damage (fire/radiant).
Claw. Melee Weapon Attack: 1d20+11 to hit, reach LOS, one target. Hit: 13 (2d6 + 6) 2d6+6 slashing damage.
Tail. Melee Weapon Attack: 1d20+11 to hit, reach 15 ft., one target. Hit: 15 (2d8 + 6) 2d8+6 bludgeoning damage. Targets hit by this attack must make a DC 19 Strength or Dexterity saving throw or be pushed back 20 feet by the force of the blow and be knocked prone.
Alien Presence. A vortex dragon’s alien presence bends space. Each creature of the dragon’s choice that is within 120 feet of the dragon and aware of it must succeed on a DC 19 Wisdom saving throw or treat all other creatures it can see as if they were under the effect of a blur spell for 1 minute. A creature can repeat the saving throw at the end of each turn, ending its effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the dragon’s Alien Presence for the next 24 hours.
Dragon Breath (Recharge 5-6). A vortex dragon may choose one of the following breath weapons when available.
- Sweeping Plasma Blast. The dragon exhales a fiery blast in a 90-foot cone. Each creature in that area must make a DC 19 Dexterity saving throw, taking 66 ( 12d10 ) fire and radiant damage on a failed save, or half as much damage on a successful one. When using this breath weapon, the dragon may move its head in a 45-degree arc catching up to 4 targets that are no more than 10 feet apart each. The dragon is intelligent. It will use whichever attack mode maximises its breath weapon - cone or arc.
- Vortex Breath. Instead of a cone of plasma, a vortex dragon can suck a single target into its maw. If the target is a Large or smaller creature within 60 feet of the dragon, it must succeed on a DC 19 Dexterity saving throw or be swallowed by the dragon. A swallowed creature is blinded and restrained and unable to breathe*, it has total cover against attacks and other effects outside the dragon, and it takes 21 ( 6d6 ) bludgeoning damage at the start of each of the dragon’s turns on a failed DC 19 Constitution saving throw from the crushing gravitational forces of the otherworldly dragon's stomach. If the dragon takes 30 damage or more on a single turn from a creature inside it, the dragon must succeed on a DC 19 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the dragon. If the dragon dies, a swallowed creature is no longer restrained by the dragon and can escape from the corpse by using 20 feet of movement, exiting prone. A creature that makes the Dexterity saving throw automatically recharges the dragon's breath weapon.
*Suffocation. A creature can hold its breath for a number of rounds equal to 1 + its Constitution modifier (minimum of 1 round) in combat situations (this assumes the PC is exerting itself to breathe again, in non-combat situations, this is minutes). When a creature runs out of breath at the start of his next turn, he drops to 0 hit points and is dying, and it can't regain hit points or be stabilized until he can breathe again.
BONUS ACTIONS
Wormhole. The dragon creates a shimmering wormhole that sucks the targeted creature into the depths of space. The target that fails a DC 19 Charisma saving throw is transported to the outer orbit of the current planet that the dragon occupies. The magic preserves the creature, but they are imprisoned indefinitely until the dragon ends the effect returning the creature to his presence, or the creature succeeds at a saving throw to end the cosmic imprisonment returning to the location they were relocated from. The dragon may only hold one creature in such a state per planet.
Reactions
Bloodied Breath. As a reaction, when first bloodied (half hit-points), the vortex dragon’s breath weapon recharges, and he uses it.
Legendary Actions
The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn.
- Detect. The dragon makes a Wisdom (Perception) check.
- Tail Attack. The dragon makes a tail attack.
- Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 19 Dexterity saving throw or take 13 (2d6 + 6) 2d6+6 bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.
Lair Actions
On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects; the dragon can’t use the same effect two rounds in a row:
- Sunflare. Just as a flare occurs, the dragon opens a micro-portal chanelling the destructive power of Sol at a point on the dragon can see within 120 feet of him, creating a 20-foot-high, 5-foot-radius geyser. Each creature in the geyser’s area must make a DC 15 Dexterity saving throw, taking 10 (2d10) plasma (fire/radiant) damage on a failed save, or half as much damage on a successful one.
- Supergiant. The gravity increases 10-fold in a 60-foot radius around the dragon. Each creature other than the dragon on the ground in that area must succeed on a DC 15 Strength saving throw or be knocked prone and restrained.
- Galactic Knowledge. Becrux whispers some of the knowledge she has gained about the cosmos to all within hearing. All creatures within a 20-foot-radius sphere centred on the void dragon must succeed on a DC 13 Intelligence saving throw or be come stunned with the incomprehensibility and awe of what was revealed.
Vortex dragons can lair in almost any clime but they tend to be found wherever there is an accumulation of knowledge, for example, in Nimmeria in a technological ruin. The vortex dragon is a loner swooping in; accumulating any knowledge it can before making off with that knowledge and any related items.
Regional Effects
The region containing a legendary void dragon’s lair is warped by the dragon’s nature, which creates one or more of the following effects:
- Meteor showers are common within 6 miles of the dragon’s lair. The night sky is always clear, and the stars and moon glow particularly bright affecting the sleep of locals and attracting or manner of nocturnal creatures (like lycanthropes). If the dragon dies, these effects fade over the course of 1d10 days.
- Within 1 mile of the dragon's lair everything feels lighter (or heavier, depending on the particular vortex dragon). Everything feels “floaty”, and activities like jumping, lifting, and carrying – are much easier (+25% effective Strength score for ability checks). Occasionally pockets of anti-gravity appear, where small areas of objects slowly float upward. If the dragon dies, these effects fade over the course of 1d10 days.
If the dragon dies, the changed weather reverts to normal, as described in the spell, and the other effects fade in 1d10 days.
This dragon twists and whips with nearly untraceable speed. Its horns, crests along its neck, and wings emit a glow like starlight.
Vortex dragons are the undisputed masters of travel across the galaxies, serving as messengers and observers for the greatest outer dragons and godlike entities in the great beyond.
Suggested Environments
Vacuum